<!DOCTYPE html>
<html lang="en-us">

<head>
  <meta charset="utf-8" />
  <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
  <title>Unity WebGL Player | learn_3d_0405</title>
  <link rel="shortcut icon" href="/UnityWebGL01/TemplateData/favicon.ico" />
  <link rel="stylesheet" href="/UnityWebGL01/TemplateData/style.css" />
  <style>
    body {
      overflow: hidden;
    }
  </style>
</head>

<body>
  <div id="app" style="position: absolute; z-index: 1; display: none"></div>
  <div id="unity-container" class="unity-desktop">
    <canvas id="unity-canvas"></canvas>
    <div id="unity-loading-bar">
      <div id="unity-logo"></div>
      <div id="unity-progress-bar-empty">
        <div id="unity-progress-bar-full"></div>
      </div>
    </div>
    <div id="unity-warning" style="position: fixed; z-index: -10"></div>
  </div>
  <script>
    var container = document.querySelector("#unity-container");
    var canvas = document.querySelector("#unity-canvas");
    var loadingBar = document.querySelector("#unity-loading-bar");
    var progressBarFull = document.querySelector("#unity-progress-bar-full");
    var warningBanner = document.querySelector("#unity-warning");
    var app = document.querySelector("#app");

    // Shows a temporary message banner/ribbon for a few seconds, or
    // a permanent error message on top of the canvas if type=='error'.
    // If type=='warning', a yellow highlight color is used.
    // Modify or remove this function to customize the visually presented
    // way that non-critical warnings and error messages are presented to the
    // user.
    function unityShowBanner(msg, type) {
      function updateBannerVisibility() {
        warningBanner.style.display = warningBanner.children.length
          ? "block"
          : "none";
      }
      var div = document.createElement("div");
      div.innerHTML = msg;
      warningBanner.appendChild(div);
      if (type == "error") div.style = "background: red; padding: 10px;";
      else {
        if (type == "warning")
          div.style = "background: yellow; padding: 10px;";
        setTimeout(function () {
          warningBanner.removeChild(div);
          updateBannerVisibility();
        }, 5000);
      }
      updateBannerVisibility();
    }

    var buildUrl = "UnityWebGL01/Build";
    var loaderUrl = buildUrl + "/UnityWebGL01.loader.js";
    var config = {
      dataUrl: buildUrl + "/UnityWebGL01.data.unityweb",
      frameworkUrl: buildUrl + "/UnityWebGL01.framework.js.unityweb",
      codeUrl: buildUrl + "/UnityWebGL01.wasm.unityweb",
      streamingAssetsUrl: "StreamingAssets",
      companyName: "DefaultCompany",
      productName: "learn_3d_0405",
      productVersion: "0.1",
      showBanner: unityShowBanner,
    };

    // By default Unity keeps WebGL canvas render target size matched with
    // the DOM size of the canvas element (scaled by window.devicePixelRatio)
    // Set this to false if you want to decouple this synchronization from
    // happening inside the engine, and you would instead like to size up
    // the canvas DOM size and WebGL render target sizes yourself.
    // config.matchWebGLToCanvasSize = false;

    if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
      // Mobile device style: fill the whole browser client area with the game canvas:

      var meta = document.createElement("meta");
      meta.name = "viewport";
      meta.content =
        "width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes";
      document.getElementsByTagName("head")[0].appendChild(meta);
      container.className = "unity-mobile";
      canvas.className = "unity-mobile";

      // To lower canvas resolution on mobile devices to gain some
      // performance, uncomment the following line:
      // config.devicePixelRatio = 1;

      unityShowBanner("WebGL builds are not supported on mobile devices.");
    } else {
      // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
      canvas.style.width = window.innerWidth + "px";
      canvas.style.height = window.innerHeight + 10 + "px";
      window.addEventListener("resize", () => {
        canvas.style.width = window.innerWidth + "px";
        canvas.style.height = window.innerHeight + 10 + "px";
      });
    }

    loadingBar.style.display = "block";

    var script = document.createElement("script");
    script.src = loaderUrl;
    script.onload = () => {
      createUnityInstance(canvas, config, (progress) => {
        progressBarFull.style.width = 100 * progress + "%";
      })
        .then((unityInstance) => {
          loadingBar.style.display = "none";
          //     fullscreenButton.onclick = () => {
          //       unityInstance.SetFullscreen(1);
          //     };
          setTimeout(function () {
            //       alert("loadEnd");
            app.style.display = "block";
          }, 2000);
          window.myUnity = unityInstance;
        })
        .catch((message) => {
          // alert(message);
        });
    };
    document.body.appendChild(script);
  </script>
  <script type="module" src="/src/main.js"></script>
</body>

</html>